public void TestSettingStruct() { var gameObject = new GameObject("player", typeof(NetworkIdentity), typeof(MockPlayer)); MockPlayer player = gameObject.GetComponent <MockPlayer>(); // synchronize immediatelly player.syncInterval = 0f; Assert.That(player.IsDirty(), Is.False, "First time object should not be dirty"); var myGuild = new MockPlayer.Guild { name = "Back street boys" }; player.guild = myGuild; Assert.That(player.IsDirty(), "Setting struct should mark object as dirty"); player.ClearAllDirtyBits(); Assert.That(player.IsDirty(), Is.False, "ClearAllDirtyBits() should clear dirty flag"); // clearing the guild should set dirty bit too player.guild = default; Assert.That(player.IsDirty(), "Clearing struct should mark object as dirty"); }
public void TestSynchronizingObjects() { // set up a "server" object var gameObject1 = new GameObject("player", typeof(NetworkIdentity), typeof(MockPlayer)); NetworkIdentity identity1 = gameObject1.GetComponent <NetworkIdentity>(); MockPlayer player1 = gameObject1.GetComponent <MockPlayer>(); var myGuild = new MockPlayer.Guild { name = "Back street boys" }; player1.guild = myGuild; // serialize all the data as we would for the network var ownerWriter = new NetworkWriter(); // not really used in this Test var observersWriter = new NetworkWriter(); identity1.OnSerializeAllSafely(true, ownerWriter, observersWriter); // set up a "client" object var gameObject2 = new GameObject(); NetworkIdentity identity2 = gameObject2.AddComponent <NetworkIdentity>(); MockPlayer player2 = gameObject2.AddComponent <MockPlayer>(); // apply all the data from the server object var reader = new NetworkReader(ownerWriter.ToArray()); identity2.OnDeserializeAllSafely(reader, true); // check that the syncvars got updated Assert.That(player2.guild.name, Is.EqualTo("Back street boys"), "Data should be synchronized"); }